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		<title>BSpace</title>
		<link href="./style.css" rel="stylesheet" type="text/css"/>
	</head>
	<body>
		<div class="class" name="BSpaceX">
			<h1>BSpaceX</h1>
			<p id="resume">BSpace类表示空间正方体区域，数值为三维空间的最小点与最大点，常用于空间关系的判断。<a href="#desc">详细</a></p>
			<h2>public</h2>
			<table id="public">
				<tr><td align="right">inline </td><td><a href="#BSpaceX()">BSpaceX</a>();</td></tr>
				<tr><td align="right">inline </td><td><a href="#BSpaceX(T, T, T)">BSpaceX</a>(T x, T y, T z);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BSpaceX(T, T, T, T)">BSpaceX</a>(T cx, T cy, T cz, T radius);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BSpaceX(T, T, T, T, T, T)">BSpaceX</a>(T minx, T miny, T minz, T maxx, T maxy, T maxz);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BSpaceX(const BVectorX<T>&)">BSpaceX</a>(const BVectorX<T/>& center);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BSpaceX(const BVectorX<T>&, T)">BSpaceX</a>(const BVectorX<T/>& center, T radius);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BSpaceX(const BVectorX<T>&, const BVectorX<T>&)">BSpaceX</a>(const BVectorX<T>&amp; min, const BVectorX<T/></T>& min, const BVectorX<T/>& max);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BSpaceX(const BSpaceX&)">BSpaceX</a>(const BSpaceX& other);</td></tr>
				<tr><td align="right">inline </td><td><a href="#BSpaceX(const BSpaceX<UT>&)">BSpaceX</a>(const BSpaceX<UT/>& other);</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#empty() const">empty</a>() const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#valid() const">valid</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#reset()">reset</a>();</td></tr>
				<tr><td align="right">inline void </td><td><a href="#reset(T, T, T)">reset</a>(T x, T y, T z);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#reset(T, T, T, T)">reset</a>(T cx, T cy, T cz, T radius);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#reset(T, T, T, T, T, T)">reset</a>(T minx, T miny, T minz, T maxx, T maxy, T maxz);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#reset(const BVectorX<T>&)">reset</a>(const BVectorX<T/>& center);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#reset(const BVectorX<T>&, T)">reset</a>(const BVectorX<T/>& center, T radius);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#reset(const BVectorX<T>&, const BVectorX<T>&)">reset</a>(const BVectorX<T>&amp; min, const BVectorX<T/></T>& min, const BVectorX<T/>& max);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#move(T, T, T)">move</a>(T x, T y, T z);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#move(const BVectorX<T>&)">move</a>(const BVectorX<T/>& offset);</td></tr>
				<tr><td align="right">inline BVectorX<T/>& </td><td><a href="#min()">min</a>();</td></tr>
				<tr><td align="right">inline const BVectorX<T/>& </td><td><a href="#min() const">min</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/>& </td><td><a href="#max()">max</a>();</td></tr>
				<tr><td align="right">inline const BVectorX<T/>& </td><td><a href="#max() const">max</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setWidth(T)">setWidth</a>(T width);</td></tr>
				<tr><td align="right">inline T </td><td><a href="#width() const">width</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setHeight(T)">setHeight</a>(T height);</td></tr>
				<tr><td align="right">inline T </td><td><a href="#height() const">height</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#setDepth(T)">setDepth</a>(T depth);</td></tr>
				<tr><td align="right">inline T </td><td><a href="#depth() const">depth</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/></td><td><a href="#v0() const">v0</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/></td><td><a href="#v1() const">v1</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/></td><td><a href="#v2() const">v2</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/></td><td><a href="#v3() const">v3</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/></td><td><a href="#v4() const">v4</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/></td><td><a href="#v5() const">v5</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/></td><td><a href="#v6() const">v6</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/></td><td><a href="#v7() const">v7</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/></td><td><a href="#center() const">center</a>() const;</td></tr>
				<tr><td align="right">inline BVectorX<T/></td><td><a href="#extents() const">extents</a>() const;</td></tr>
				<tr><td align="right">inline T </td><td><a href="#radius() const">radius</a>() const;</td></tr>
				<tr><td align="right">inline T </td><td><a href="#radius2() const">radius2</a>() const;</td></tr>
				<tr><td align="right">inline T </td><td><a href="#size() const">size</a>() const;</td></tr>
				<tr><td align="right">inline T </td><td><a href="#size2() const">size2</a>() const;</td></tr>
				<tr><td align="right">inline T </td><td><a href="#xlen() const">xlen</a>() const;</td></tr>
				<tr><td align="right">inline T </td><td><a href="#ylen() const">ylen</a>() const;</td></tr>
				<tr><td align="right">inline T </td><td><a href="#zlen() const">zlen</a>() const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#expand(T, T, T)">expand</a>(T vx, T vy, T vz);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#expand(const BVectorX<T>&)">expand</a>(const BVectorX<T/>& vertex);</td></tr>
				<tr><td align="right">inline void </td><td><a href="#expand(const BSpaceX&)">expand</a>(const BSpaceX& other);</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#contain(T, T) const">contain</a>(T vx, T vy) const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#contain(T, T, T) const">contain</a>(T vx, T vy, T vz) const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#contain(const BSpaceX&) const">contain</a>(const BSpaceX& other) const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#contain(const BVectorX<T>&) const">contain</a>(const BVectorX<T/>& vertex) const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#edged(T, T) const">edged</a>(T vx, T vy) const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#edged(T, T, T) const">edged</a>(T vx, T vy, T vz) const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#edged(const BSpaceX&) const">edged</a>(const BSpaceX& other) const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#edged(const BVectorX<T>&) const">edged</a>(const BVectorX<T/>& vertex) const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#intersect(const BSpaceX&) const">intersect</a>(const BSpaceX& other) const;</td></tr>
				<tr><td align="right">inline BSpaceX </td><td><a href="#unite(const BSpaceX&) const">unite</a>(const BSpaceX& other) const;</td></tr>
				<tr><td align="right">inline BSpaceX </td><td><a href="#wrap(const BSpaceX&) const">wrap</a>(const BSpaceX& other) const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#operator == (const BSpaceX&) const">operator == </a>(const BSpaceX& other) const;</td></tr>
				<tr><td align="right">inline bool </td><td><a href="#operator != (const BSpaceX&) const">operator != </a>(const BSpaceX& other) const;</td></tr>
				<tr><td align="right">inline const BSpaceX&amp; </td><td><a href="#operator = (const BSpaceX<UT>&)">operator = </a>(const BSpaceX<UT/>& other);</td></tr>
				<tr><td align="right">inline const BSpaceX&amp; </td><td><a href="#operator = (const BSpaceX&)">operator = </a>(const BSpaceX& other);</td></tr>
				<tr><td align="right">inline const BSpaceX&amp; </td><td><a href="#operator = (const BVectorX<T>&)">operator = </a>(const BVectorX<T/>& center);</td></tr>
				<tr><td align="right">inline BSpaceX </td><td><a href="#operator | (const BSpaceX&) const">operator | </a>(const BSpaceX& other) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#operator |= (const BSpaceX&)">operator |= </a>(const BSpaceX& other);</td></tr>
				<tr><td align="right">inline BSpaceX </td><td><a href="#operator & (const BSpaceX&) const">operator &amp; </a>(const BSpaceX& other) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#operator &= (const BSpaceX&)">operator &amp;= </a>(const BSpaceX& other);</td></tr>
				<tr><td align="right">inline BSpaceX </td><td><a href="#operator + (const BVectorX<T>&) const">operator + </a>(const BVectorX<T/>& v) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#operator += (const BVectorX<T>&)">operator += </a>(const BVectorX<T/>& v);</td></tr>
				<tr><td align="right">inline BSpaceX </td><td><a href="#operator - (const BVectorX<T>&) const">operator - </a>(const BVectorX<T/>& v) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#operator -= (const BVectorX<T>&)">operator -= </a>(const BVectorX<T/>& v);</td></tr>
				<tr><td align="right">inline BSpaceX </td><td><a href="#operator * (T) const">operator * </a>(T scale) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#operator *= (T)">operator *= </a>(T scale);</td></tr>
				<tr><td align="right">inline BSpaceX </td><td><a href="#operator * (const BMatrixX<T>&) const">operator * </a>(const BMatrixX<T/>& matrix) const;</td></tr>
				<tr><td align="right">inline void </td><td><a href="#operator *= (const BMatrixX<T>&)">operator *= </a>(const BMatrixX<T/>& matrix);</td></tr>
			</table>
			<h2>protected</h2>
			<table id="protected">
				<tr><td align="right">BVectorX<T/></td><td><a href="#_min;()">_min;</a></td></tr>
				<tr><td align="right">BVectorX<T/></td><td><a href="#_max;()">_max;</a></td></tr>
			</table>
			<div id="desc">
				<h2>详细介绍：</h2><p>BSpace类表示空间正方体区域，数值为三维空间的最小点与最大点，常用于空间关系的判断。</p>
			</div>
			<h2 id="docs">成员文档：</h2>
			<div id="BSpaceX()">
				<h3>inline BSpaceX();</h3>
			</div>
			<div id="BSpaceX(T, T, T)">
				<h3>inline BSpaceX(T x, T y, T z);</h3>
			</div>
			<div id="BSpaceX(T, T, T, T)">
				<h3>inline BSpaceX(T cx, T cy, T cz, T radius);</h3>
			</div>
			<div id="BSpaceX(T, T, T, T, T, T)">
				<h3>inline BSpaceX(T minx, T miny, T minz, T maxx, T maxy, T maxz);</h3>
			</div>
			<div id="BSpaceX(const BVectorX<T>&)">
				<h3>inline BSpaceX(const BVectorX&lt;T&gt;&amp; center);</h3>
			</div>
			<div id="BSpaceX(const BVectorX<T>&, T)">
				<h3>inline BSpaceX(const BVectorX&lt;T&gt;&amp; center, T radius);</h3>
			</div>
			<div id="BSpaceX(const BVectorX<T>&, const BVectorX<T>&)">
				<h3>inline BSpaceX(const BVectorX&lt;T&gt;&amp; min, const BVectorX&lt;T&gt;&amp; max);</h3>
			</div>
			<div id="BSpaceX(const BSpaceX&)">
				<h3>inline BSpaceX(const BSpaceX&amp; other);</h3>
			</div>
			<div id="BSpaceX(const BSpaceX<UT>&)">
				<h3>inline BSpaceX(const BSpaceX&lt;UT&gt;&amp; other);</h3>
			</div>
			<div id="empty() const">
				<h3>inline bool empty() const;</h3>
			</div>
			<div id="valid() const">
				<h3>inline bool valid() const;</h3>
			</div>
			<div id="reset()">
				<h3>inline void reset();</h3>
			</div>
			<div id="reset(T, T, T)">
				<h3>inline void reset(T x, T y, T z);</h3>
			</div>
			<div id="reset(T, T, T, T)">
				<h3>inline void reset(T cx, T cy, T cz, T radius);</h3>
			</div>
			<div id="reset(T, T, T, T, T, T)">
				<h3>inline void reset(T minx, T miny, T minz, T maxx, T maxy, T maxz);</h3>
			</div>
			<div id="reset(const BVectorX<T>&)">
				<h3>inline void reset(const BVectorX&lt;T&gt;&amp; center);</h3>
			</div>
			<div id="reset(const BVectorX<T>&, T)">
				<h3>inline void reset(const BVectorX&lt;T&gt;&amp; center, T radius);</h3>
			</div>
			<div id="reset(const BVectorX<T>&, const BVectorX<T>&)">
				<h3>inline void reset(const BVectorX&lt;T&gt;&amp; min, const BVectorX&lt;T&gt;&amp; max);</h3>
			</div>
			<div id="move(T, T, T)">
				<h3>inline void move(T x, T y, T z);</h3>
			</div>
			<div id="move(const BVectorX<T>&)">
				<h3>inline void move(const BVectorX&lt;T&gt;&amp; offset);</h3>
			</div>
			<div id="min()">
				<h3>inline BVectorX&lt;T&gt;&amp; min();</h3>
			</div>
			<div id="min() const">
				<h3>inline const BVectorX&lt;T&gt;&amp; min() const;</h3>
			</div>
			<div id="max()">
				<h3>inline BVectorX&lt;T&gt;&amp; max();</h3>
			</div>
			<div id="max() const">
				<h3>inline const BVectorX&lt;T&gt;&amp; max() const;</h3>
			</div>
			<div id="setWidth(T)">
				<h3>inline void setWidth(T width);</h3>
			</div>
			<div id="width() const">
				<h3>inline T width() const;</h3>
			</div>
			<div id="setHeight(T)">
				<h3>inline void setHeight(T height);</h3>
			</div>
			<div id="height() const">
				<h3>inline T height() const;</h3>
			</div>
			<div id="setDepth(T)">
				<h3>inline void setDepth(T depth);</h3>
			</div>
			<div id="depth() const">
				<h3>inline T depth() const;</h3>
			</div>
			<div id="v0() const">
				<h3>inline BVectorX&lt;T&gt; v0() const;</h3>
			</div>
			<div id="v1() const">
				<h3>inline BVectorX&lt;T&gt; v1() const;</h3>
			</div>
			<div id="v2() const">
				<h3>inline BVectorX&lt;T&gt; v2() const;</h3>
			</div>
			<div id="v3() const">
				<h3>inline BVectorX&lt;T&gt; v3() const;</h3>
			</div>
			<div id="v4() const">
				<h3>inline BVectorX&lt;T&gt; v4() const;</h3>
			</div>
			<div id="v5() const">
				<h3>inline BVectorX&lt;T&gt; v5() const;</h3>
			</div>
			<div id="v6() const">
				<h3>inline BVectorX&lt;T&gt; v6() const;</h3>
			</div>
			<div id="v7() const">
				<h3>inline BVectorX&lt;T&gt; v7() const;</h3>
			</div>
			<div id="center() const">
				<h3>inline BVectorX&lt;T&gt; center() const;</h3>
			</div>
			<div id="extents() const">
				<h3>inline BVectorX&lt;T&gt; extents() const;</h3>
			</div>
			<div id="radius() const">
				<h3>inline T radius() const;</h3>
			</div>
			<div id="radius2() const">
				<h3>inline T radius2() const;</h3>
			</div>
			<div id="size() const">
				<h3>inline T size() const;</h3>
			</div>
			<div id="size2() const">
				<h3>inline T size2() const;</h3>
			</div>
			<div id="xlen() const">
				<h3>inline T xlen() const;</h3>
			</div>
			<div id="ylen() const">
				<h3>inline T ylen() const;</h3>
			</div>
			<div id="zlen() const">
				<h3>inline T zlen() const;</h3>
			</div>
			<div id="expand(T, T, T)">
				<h3>inline void expand(T vx, T vy, T vz);</h3>
			</div>
			<div id="expand(const BVectorX<T>&)">
				<h3>inline void expand(const BVectorX&lt;T&gt;&amp; vertex);</h3>
			</div>
			<div id="expand(const BSpaceX&)">
				<h3>inline void expand(const BSpaceX&amp; other);</h3>
			</div>
			<div id="contain(T, T) const">
				<h3>inline bool contain(T vx, T vy) const;</h3>
			</div>
			<div id="contain(T, T, T) const">
				<h3>inline bool contain(T vx, T vy, T vz) const;</h3>
			</div>
			<div id="contain(const BSpaceX&) const">
				<h3>inline bool contain(const BSpaceX&amp; other) const;</h3>
			</div>
			<div id="contain(const BVectorX<T>&) const">
				<h3>inline bool contain(const BVectorX&lt;T&gt;&amp; vertex) const;</h3>
			</div>
			<div id="edged(T, T) const">
				<h3>inline bool edged(T vx, T vy) const;</h3>
			</div>
			<div id="edged(T, T, T) const">
				<h3>inline bool edged(T vx, T vy, T vz) const;</h3>
			</div>
			<div id="edged(const BSpaceX&) const">
				<h3>inline bool edged(const BSpaceX&amp; other) const;</h3>
			</div>
			<div id="edged(const BVectorX<T>&) const">
				<h3>inline bool edged(const BVectorX&lt;T&gt;&amp; vertex) const;</h3>
			</div>
			<div id="intersect(const BSpaceX&) const">
				<h3>inline bool intersect(const BSpaceX&amp; other) const;</h3>
			</div>
			<div id="unite(const BSpaceX&) const">
				<h3>inline BSpaceX unite(const BSpaceX&amp; other) const;</h3>
			</div>
			<div id="wrap(const BSpaceX&) const">
				<h3>inline BSpaceX wrap(const BSpaceX&amp; other) const;</h3>
			</div>
			<div id="operator == (const BSpaceX&) const">
				<h3>inline bool operator == (const BSpaceX&amp; other) const;</h3>
			</div>
			<div id="operator != (const BSpaceX&) const">
				<h3>inline bool operator != (const BSpaceX&amp; other) const;</h3>
			</div>
			<div id="operator = (const BSpaceX<UT>&)">
				<h3>inline const BSpaceX&amp; operator = (const BSpaceX&lt;UT&gt;&amp; other);</h3>
			</div>
			<div id="operator = (const BSpaceX&)">
				<h3>inline const BSpaceX&amp; operator = (const BSpaceX&amp; other);</h3>
			</div>
			<div id="operator = (const BVectorX<T>&)">
				<h3>inline const BSpaceX&amp; operator = (const BVectorX&lt;T&gt;&amp; center);</h3>
			</div>
			<div id="operator | (const BSpaceX&) const">
				<h3>inline BSpaceX operator | (const BSpaceX&amp; other) const;</h3>
			</div>
			<div id="operator |= (const BSpaceX&)">
				<h3>inline void operator |= (const BSpaceX&amp; other);</h3>
			</div>
			<div id="operator & (const BSpaceX&) const">
				<h3>inline BSpaceX operator &amp; (const BSpaceX&amp; other) const;</h3>
			</div>
			<div id="operator &= (const BSpaceX&)">
				<h3>inline void operator &amp;= (const BSpaceX&amp; other);</h3>
			</div>
			<div id="operator + (const BVectorX<T>&) const">
				<h3>inline BSpaceX operator + (const BVectorX&lt;T&gt;&amp; v) const;</h3>
			</div>
			<div id="operator += (const BVectorX<T>&)">
				<h3>inline void operator += (const BVectorX&lt;T&gt;&amp; v);</h3>
			</div>
			<div id="operator - (const BVectorX<T>&) const">
				<h3>inline BSpaceX operator - (const BVectorX&lt;T&gt;&amp; v) const;</h3>
			</div>
			<div id="operator -= (const BVectorX<T>&)">
				<h3>inline void operator -= (const BVectorX&lt;T&gt;&amp; v);</h3>
			</div>
			<div id="operator * (T) const">
				<h3>inline BSpaceX operator * (T scale) const;</h3>
			</div>
			<div id="operator *= (T)">
				<h3>inline void operator *= (T scale);</h3>
			</div>
			<div id="operator * (const BMatrixX<T>&) const">
				<h3>inline BSpaceX operator * (const BMatrixX&lt;T&gt;&amp; matrix) const;</h3>
			</div>
			<div id="operator *= (const BMatrixX<T>&)">
				<h3>inline void operator *= (const BMatrixX&lt;T&gt;&amp; matrix);</h3>
			</div>
			<div id="_min;()">
				<h3>BVectorX&lt;T&gt; _min;</h3>
			</div>
			<div id="_max;()">
				<h3>BVectorX&lt;T&gt; _max;</h3>
			</div>
		</div>
	</body>
</html>